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more cleanup
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parent
f1bd06cfa0
commit
4af3c760e6
2 changed files with 53 additions and 55 deletions
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@ -27,7 +27,7 @@ void TriangleSet::clear() {
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_bounds.clear();
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_isBalanced = false;
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// delete the octree?
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_triangleOctree.clear();
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}
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bool TriangleSet::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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@ -42,7 +42,12 @@ bool TriangleSet::findRayIntersection(const glm::vec3& origin, const glm::vec3&
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int trianglesTouched = 0;
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auto result = _triangleOctree.findRayIntersection(origin, direction, distance, face, surfaceNormal, precision, trianglesTouched);
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qDebug() << "trianglesTouched :" << trianglesTouched << "out of:" << _triangleOctree._population;
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#if WANT_DEBUGGING
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if (precision) {
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qDebug() << "trianglesTouched :" << trianglesTouched << "out of:" << _triangleOctree._population;
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}
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#endif
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return result;
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}
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@ -82,13 +87,15 @@ void TriangleSet::balanceOctree() {
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_isBalanced = true;
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#if WANT_DEBUGGING
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debugDump();
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#endif
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}
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// Determine of the given ray (origin/direction) in model space intersects with any triangles
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// in the set. If an intersection occurs, the distance and surface normal will be provided.
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bool TriangleOctreeCell::findRayIntersectionInternal(const glm::vec3& origin, const glm::vec3& direction,
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bool TriangleSet::TriangleOctreeCell::findRayIntersectionInternal(const glm::vec3& origin, const glm::vec3& direction,
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float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched) {
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bool intersectedSomething = false;
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@ -126,22 +133,23 @@ bool TriangleOctreeCell::findRayIntersectionInternal(const glm::vec3& origin, co
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return intersectedSomething;
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}
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static const int MAX_DEPTH = 3; // for now
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static const int MAX_DEPTH = 4; // for now
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static const int MAX_CHILDREN = 8;
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TriangleOctreeCell::TriangleOctreeCell(std::vector<Triangle>& allTriangles, const AABox& bounds, int depth) :
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TriangleSet::TriangleOctreeCell::TriangleOctreeCell(std::vector<Triangle>& allTriangles, const AABox& bounds, int depth) :
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_allTriangles(allTriangles)
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{
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reset(bounds, depth);
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}
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void TriangleOctreeCell::clear() {
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void TriangleSet::TriangleOctreeCell::clear() {
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_population = 0;
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_triangleIndices.clear();
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_bounds.clear();
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_children.clear();
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}
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void TriangleOctreeCell::reset(const AABox& bounds, int depth) {
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void TriangleSet::TriangleOctreeCell::reset(const AABox& bounds, int depth) {
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clear();
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_bounds = bounds;
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_depth = depth;
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@ -151,7 +159,7 @@ void TriangleOctreeCell::reset(const AABox& bounds, int depth) {
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}
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}
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void TriangleOctreeCell::debugDump() {
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void TriangleSet::TriangleOctreeCell::debugDump() {
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qDebug() << __FUNCTION__;
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qDebug() << "bounds:" << getBounds();
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qDebug() << "depth:" << _depth;
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@ -168,7 +176,7 @@ void TriangleOctreeCell::debugDump() {
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}
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}
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void TriangleOctreeCell::insert(int triangleIndex) {
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void TriangleSet::TriangleOctreeCell::insert(int triangleIndex) {
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const Triangle& triangle = _allTriangles[triangleIndex];
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_population++;
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// if we're not yet at the max depth, then check which child the triangle fits in
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@ -201,15 +209,9 @@ void TriangleOctreeCell::insert(int triangleIndex) {
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// either we're at max depth, or the triangle doesn't fit in one of our
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// children and so we want to just record it here
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_triangleIndices.push_back(triangleIndex);
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/*
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_bounds += triangle.v0;
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_bounds += triangle.v1;
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_bounds += triangle.v2;
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*/
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}
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bool TriangleOctreeCell::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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bool TriangleSet::TriangleOctreeCell::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched) {
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if (_population < 1) {
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@ -14,46 +14,42 @@
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#include "AABox.h"
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#include "GeometryUtil.h"
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class TriangleOctreeCell {
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public:
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TriangleOctreeCell(std::vector<Triangle>& allTriangles) :
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_allTriangles(allTriangles)
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{ }
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void insert(int triangleIndex);
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void reset(const AABox& bounds, int depth = 0);
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void clear();
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// Determine if the given ray (origin/direction) in model space intersects with any triangles in the set. If an
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// intersection occurs, the distance and surface normal will be provided.
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bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched);
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const AABox& getBounds() const { return _bounds; }
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void debugDump();
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protected:
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TriangleOctreeCell(std::vector<Triangle>& allTriangles, const AABox& bounds, int depth);
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// checks our internal list of triangles
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bool findRayIntersectionInternal(const glm::vec3& origin, const glm::vec3& direction,
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float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched);
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std::vector<Triangle>& _allTriangles;
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std::vector<TriangleOctreeCell> _children;
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int _depth { 0 };
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int _population { 0 };
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AABox _bounds;
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std::vector<int> _triangleIndices;
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friend class TriangleSet;
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};
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class TriangleSet {
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class TriangleOctreeCell {
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public:
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TriangleOctreeCell(std::vector<Triangle>& allTriangles) :
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_allTriangles(allTriangles)
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{ }
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void insert(int triangleIndex);
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void reset(const AABox& bounds, int depth = 0);
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void clear();
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bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched);
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const AABox& getBounds() const { return _bounds; }
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void debugDump();
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protected:
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TriangleOctreeCell(std::vector<Triangle>& allTriangles, const AABox& bounds, int depth);
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// checks our internal list of triangles
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bool findRayIntersectionInternal(const glm::vec3& origin, const glm::vec3& direction,
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float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched);
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std::vector<Triangle>& _allTriangles;
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std::vector<TriangleOctreeCell> _children;
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int _depth{ 0 };
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int _population{ 0 };
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AABox _bounds;
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std::vector<int> _triangleIndices;
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friend class TriangleSet;
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};
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public:
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TriangleSet() :
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_triangleOctree(_triangles)
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